ryujinx/Ryujinx.Graphics/Gal/Shader/ShaderOpCodeTable.cs
gdkchan e6eeb6f09f
Add support for Vertex Program A and other small shader improvements (#192)
* Add WIP support for Vertex Program A, add the FADD_I32 shader instruction, small fix on FFMA_I encoding, nits

* Add separate subroutines for program A/B, and copy attributes to a temp

* Move finalization code to main

* Add new line after flip uniform on the shader

* Handle possible case where VPB uses an output attribute written by VPA but not available on the vbo

* Address PR feedback
2018-06-27 23:55:08 -03:00

163 lines
6.2 KiB
C#

using System;
namespace Ryujinx.Graphics.Gal.Shader
{
static class ShaderOpCodeTable
{
private const int EncodingBits = 14;
private class ShaderDecodeEntry
{
public ShaderDecodeFunc Func;
public int XBits;
public ShaderDecodeEntry(ShaderDecodeFunc Func, int XBits)
{
this.Func = Func;
this.XBits = XBits;
}
}
private static ShaderDecodeEntry[] OpCodes;
static ShaderOpCodeTable()
{
OpCodes = new ShaderDecodeEntry[1 << EncodingBits];
#region Instructions
Set("0100110000000x", ShaderDecode.Bfe_C);
Set("0011100x00000x", ShaderDecode.Bfe_I);
Set("0101110000000x", ShaderDecode.Bfe_R);
Set("111000100100xx", ShaderDecode.Bra);
Set("111000110000xx", ShaderDecode.Exit);
Set("0100110010101x", ShaderDecode.F2f_C);
Set("0011100x10101x", ShaderDecode.F2f_I);
Set("0101110010101x", ShaderDecode.F2f_R);
Set("0100110010110x", ShaderDecode.F2i_C);
Set("0011100x10110x", ShaderDecode.F2i_I);
Set("0101110010110x", ShaderDecode.F2i_R);
Set("0100110001011x", ShaderDecode.Fadd_C);
Set("0011100x01011x", ShaderDecode.Fadd_I);
Set("000010xxxxxxxx", ShaderDecode.Fadd_I32);
Set("0101110001011x", ShaderDecode.Fadd_R);
Set("010010011xxxxx", ShaderDecode.Ffma_CR);
Set("0011001x1xxxxx", ShaderDecode.Ffma_I);
Set("010100011xxxxx", ShaderDecode.Ffma_RC);
Set("010110011xxxxx", ShaderDecode.Ffma_RR);
Set("0100110001101x", ShaderDecode.Fmul_C);
Set("0011100x01101x", ShaderDecode.Fmul_I);
Set("00011110xxxxxx", ShaderDecode.Fmul_I32);
Set("0101110001101x", ShaderDecode.Fmul_R);
Set("0100110001100x", ShaderDecode.Fmnmx_C);
Set("0011100x01100x", ShaderDecode.Fmnmx_I);
Set("0101110001100x", ShaderDecode.Fmnmx_R);
Set("0100100xxxxxxx", ShaderDecode.Fset_C);
Set("0011000xxxxxxx", ShaderDecode.Fset_I);
Set("01011000xxxxxx", ShaderDecode.Fset_R);
Set("010010111011xx", ShaderDecode.Fsetp_C);
Set("0011011x1011xx", ShaderDecode.Fsetp_I);
Set("010110111011xx", ShaderDecode.Fsetp_R);
Set("0100110010111x", ShaderDecode.I2f_C);
Set("0011100x10111x", ShaderDecode.I2f_I);
Set("0101110010111x", ShaderDecode.I2f_R);
Set("0100110011100x", ShaderDecode.I2i_C);
Set("0011100x11100x", ShaderDecode.I2i_I);
Set("0101110011100x", ShaderDecode.I2i_R);
Set("0100110000100x", ShaderDecode.Imnmx_C);
Set("0011100x00100x", ShaderDecode.Imnmx_I);
Set("0101110000100x", ShaderDecode.Imnmx_R);
Set("11100000xxxxxx", ShaderDecode.Ipa);
Set("0100110000011x", ShaderDecode.Iscadd_C);
Set("0011100x00011x", ShaderDecode.Iscadd_I);
Set("0101110000011x", ShaderDecode.Iscadd_R);
Set("010010110110xx", ShaderDecode.Isetp_C);
Set("0011011x0110xx", ShaderDecode.Isetp_I);
Set("010110110110xx", ShaderDecode.Isetp_R);
Set("111000110011xx", ShaderDecode.Kil);
Set("1110111111011x", ShaderDecode.Ld_A);
Set("1110111110010x", ShaderDecode.Ld_C);
Set("000001xxxxxxxx", ShaderDecode.Lop_I32);
Set("0100110010011x", ShaderDecode.Mov_C);
Set("0011100x10011x", ShaderDecode.Mov_I);
Set("000000010000xx", ShaderDecode.Mov_I32);
Set("0101110010011x", ShaderDecode.Mov_R);
Set("0101000010000x", ShaderDecode.Mufu);
Set("0101000010010x", ShaderDecode.Psetp);
Set("0100110010010x", ShaderDecode.Rro_C);
Set("0011100x10010x", ShaderDecode.Rro_I);
Set("0101110010010x", ShaderDecode.Rro_R);
Set("0100110001001x", ShaderDecode.Shl_C);
Set("0011100x01001x", ShaderDecode.Shl_I);
Set("0101110001001x", ShaderDecode.Shl_R);
Set("0100110000101x", ShaderDecode.Shr_C);
Set("0011100x00101x", ShaderDecode.Shr_I);
Set("0101110000101x", ShaderDecode.Shr_R);
Set("1110111111110x", ShaderDecode.St_A);
Set("110000xxxx111x", ShaderDecode.Tex);
Set("1101111101001x", ShaderDecode.Texq);
Set("1101100xxxxxxx", ShaderDecode.Texs);
Set("1101101xxxxxxx", ShaderDecode.Tlds);
Set("0100111xxxxxxx", ShaderDecode.Xmad_CR);
Set("0011011x00xxxx", ShaderDecode.Xmad_I);
Set("010100010xxxxx", ShaderDecode.Xmad_RC);
Set("0101101100xxxx", ShaderDecode.Xmad_RR);
#endregion
}
private static void Set(string Encoding, ShaderDecodeFunc Func)
{
if (Encoding.Length != EncodingBits)
{
throw new ArgumentException(nameof(Encoding));
}
int Bit = Encoding.Length - 1;
int Value = 0;
int XMask = 0;
int XBits = 0;
int[] XPos = new int[Encoding.Length];
for (int Index = 0; Index < Encoding.Length; Index++, Bit--)
{
char Chr = Encoding[Index];
if (Chr == '1')
{
Value |= 1 << Bit;
}
else if (Chr == 'x')
{
XMask |= 1 << Bit;
XPos[XBits++] = Bit;
}
}
XMask = ~XMask;
ShaderDecodeEntry Entry = new ShaderDecodeEntry(Func, XBits);
for (int Index = 0; Index < (1 << XBits); Index++)
{
Value &= XMask;
for (int X = 0; X < XBits; X++)
{
Value |= ((Index >> X) & 1) << XPos[X];
}
if (OpCodes[Value] == null || OpCodes[Value].XBits > XBits)
{
OpCodes[Value] = Entry;
}
}
}
public static ShaderDecodeFunc GetDecoder(long OpCode)
{
return OpCodes[(ulong)OpCode >> (64 - EncodingBits)]?.Func;
}
}
}